VolumeSampling created its flow keywords in static field initializers, which a scene runs inside a MonoBehaviour construction where Unity refuses GlobalKeyword.Create; they are now created lazily from LowerFlow. FlowField.Scroll and Cycle return phases strictly below 1. The nebula noise reads _NebulaNoiseTime (zone time) instead of _Time.y. New FlowFieldTests pin the per-octave fold to the unfolded law across wraps, the cycle at days of zone time, and the phase edge. The Unity checks for these are in the next commit; this one builds, its parity check does not yet read the noise clock. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
78 lines
4.1 KiB
C#
78 lines
4.1 KiB
C#
using CultMath;
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using static CultMath.math;
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using float2 = CultMath.float2;
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using float3 = CultMath.float3;
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/// <summary>
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/// The global flow law: the one definition of the drift that stardust and nebula follow and that the sim knows.
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/// A pure function of the zone's FlowSettings, a position, a scroll and a downhill gradient; nothing here keeps
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/// a clock. Zone.Flow evaluates it at zone time. Assets/Shaders/Volumetric.cginc (globalFlow, slopeFlow) is its
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/// HLSL lowering, driven by VolumeSampling.LowerFlow and pinned to it by Aetheria.EditorTools.FlowFieldParityVerify.
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/// </summary>
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public static class FlowField
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{
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// The second octave of the noise samples at position * Golden (Volumetric.cginc Tri3D).
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const float Golden = 1.61803398875f;
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// The scroll of the noise field, in field units: speed times zone time, for each of the two octaves, as a phase.
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// Every term of Tri3D reaches the scrolled axis through frac, so a phase is only meaningful modulo 1: the fold
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// happens here in double, where zone time is exact, and the float that reaches the shaders is in [0, 1) however
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// old the zone is. x is the first octave's phase, y the second's (the second octave's axis is scaled by Golden).
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public static float2 Scroll(FlowSettings settings, double zoneTime)
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{
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var scroll = (double) settings.GlobalScrollSpeed * zoneTime;
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return float2(Phase(scroll), Phase(scroll * Golden));
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}
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// A phase in [0, 1) strictly: a double just below an integer rounds up to 1f in the cast, and 1 is 0 modulo 1.
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static float Phase(double value)
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{
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var phase = (float) frac(value);
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return phase < 1f ? phase : 0f;
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}
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// The phase of a cycle of `period` seconds at zone time, in [0, 1). The nebula's flow-advected noise cycles and
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// Stardust's particle lifetimes take their phase from here, so drift follows sim time and stops with the sim.
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public static float Cycle(double zoneTime, float period) => period == 0f ? 0f : Phase(zoneTime / period);
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// The procedural term (Volumetric.cginc globalFlow): a Tri3D field of position / scale, scrolled along y.
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// Skipped when its amplitude is zero, as the shader's FLOW_GLOBAL keyword skips it.
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public static float3 Global(FlowSettings settings, float3 position, float2 scroll)
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{
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if (settings.GlobalAmplitude == 0f) return float3.zero;
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var field = position / settings.GlobalScale;
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var sample = Tri3D(field - float3(0f, scroll.x, 0f), field * Golden - float3(0f, scroll.y, 0f)) * settings.GlobalAmplitude;
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sample.y *= .5f;
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return sample;
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}
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// The slope term (Volumetric.cginc slopeFlow): swirl around and slide along the gravity gradient.
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// `downhill` is the DOWNHILL gradient, -grad(height) in world xz. The shader's texel gradient is that same
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// vector (getUV negates the world x and z axes), and Zone.GetNormal's xz is proportional to it.
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// Skipped when both amplitudes are zero (the FLOW_SLOPE keyword), and zero for a zero gradient.
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public static float3 Slope(FlowSettings settings, float2 downhill)
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{
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if (settings.SlopeAmplitude == 0f && settings.SwirlAmplitude == 0f) return float3.zero;
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if (dot(downhill, downhill) == 0f) return float3.zero;
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var direction = normalize(downhill);
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return float3(direction.y, 0f, -direction.x) * settings.SwirlAmplitude
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+ float3(direction.x, 0f, direction.y) * settings.SlopeAmplitude;
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}
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public static float3 At(FlowSettings settings, float3 position, float2 scroll, float2 downhill) =>
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Global(settings, position, scroll) + Slope(settings, downhill);
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// Volumetric.cginc tri / tri3 / Tri3D, term for term.
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static float Tri(float x) => abs(frac(x) - .5f);
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static float3 Tri3(float3 p) =>
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float3(Tri(p.z + Tri(p.y)), Tri(p.z + Tri(p.x)), Tri(p.y + Tri(p.x)));
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// The two octaves' positions are given already scrolled (see Scroll).
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static float3 Tri3D(float3 p, float3 pGolden)
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{
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var t1 = normalize(Tri3(p));
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var t2 = normalize(Tri3(pGolden));
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return cross(t1, t2);
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}
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}
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